Total War: WARHAMMER II

Total War: WARHAMMER II

Northmen of the New World
Dunabar 23 Dec, 2021 @ 2:09pm
Campaign Mechanics Suggestions for the Mung
Hey Folks

So I've been enjoying this Mod for the last three days and I have to say that I'm really digging the Mung as a general concept & faction. I haven't played Skeggi or Aghol just yet, though I really love the Inuit theme that the Aghol have going on, and how the units reflect that as well. Really awesome job! That all said though, I think the Mung, while still very cool, would be cooler if they played less like Norsca, and instead played more like the Beastmen.

The Mung are a Tribe of Hung and the Hung are basically primitive, Nomadic Hunter-Gatherers with the only buildings they create being their wooden tents that they pick up & move with as they need to. So, them being a settlement based Faction like Norsca really doesn't suit them very well in my opinion (this is primarily CA's fault, not something I blame the Mod Makers for at all!) But, this is ultimately up to the Mod Makers to choose to do or not. After all; I'm not the one working on this Mod like they are.

To keep things simple for a start. I would suggest the following-

1. Make the Mung a Horde Faction largely like the Beastmen for a start.
- Rename Herdstones to Monoliths.
- Rename Blood-grounds to Hunting Grounds.
- Rename Favor to Loot
- Rename Dread to Offerings
2. Give them the Food Mechanic from the Skaven
3. Give them the Slave Mechanics from the Dark Elves
4. Keep the Monster Hunting Mechanics of the Norscans
5. Give them some bonuses for retreating from some fights like with Clan Rictus
6. Give them penalties for having treaties with most Factions excluding the Cult of Pleasure & Chaos Factions.
7. Give them a unique Campaign Mechanic called "Tribal Unification" that relies on Loot, Food, & Slaves to keep the Faction not just unified, but actually happy (Happy for Northmen anyways.) Should certain threshholds of disunion be achieved, then certain ramifications begin to take place as the various negative threshholds are met.

That is probably a Mountain of work I just suggested and ultimately it is up to the Mod Makers to make those calls. But, I do think these changes to the Mung would make them much more interesting to play as a Race and more lore accurate as well. These are just suggestions though, if the creators do not wish to go down this path entirely or only wants certain things, I'm cool with that as I still enjoy playing the Mung all the same.

Keep up the great work and expect a unit suggestion discussion for the Mung to follow soon! :steamthumbsup:
Last edited by Dunabar; 23 Dec, 2021 @ 2:10pm
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Showing 1-2 of 2 comments
Thom  [developer] 23 Dec, 2021 @ 2:54pm 
Originally posted by Dunabar:
Hey Folks

So I've been enjoying this Mod for the last three days and I have to say that I'm really digging the Mung as a general concept & faction. I haven't played Skeggi or Aghol just yet, though I really love the Inuit theme that the Aghol have going on, and how the units reflect that as well. Really awesome job! That all said though, I think the Mung, while still very cool, would be cooler if they played less like Norsca, and instead played more like the Beastmen.

The Mung are a Tribe of Hung and the Hung are basically primitive, Nomadic Hunter-Gatherers with the only buildings they create being their wooden tents that they pick up & move with as they need to. So, them being a settlement based Faction like Norsca really doesn't suit them very well in my opinion (this is primarily CA's fault, not something I blame the Mod Makers for at all!) But, this is ultimately up to the Mod Makers to choose to do or not. After all; I'm not the one working on this Mod like they are.

To keep things simple for a start. I would suggest the following-

1. Make the Mung a Horde Faction largely like the Beastmen for a start.
- Rename Herdstones to Monoliths.
- Rename Blood-grounds to Hunting Grounds.
- Rename Favor to Loot
- Rename Dread to Offerings
2. Give them the Food Mechanic from the Skaven
3. Give them the Slave Mechanics from the Dark Elves
4. Keep the Monster Hunting Mechanics of the Norscans
5. Give them some bonuses for retreating from some fights like with Clan Rictus
6. Give them penalties for having treaties with most Factions excluding the Cult of Pleasure & Chaos Factions.
7. Give them a unique Campaign Mechanic called "Tribal Unification" that relies on Loot, Food, & Slaves to keep the Faction not just unified, but actually happy (Happy for Northmen anyways.) Should certain threshholds of disunion be achieved, then certain ramifications begin to take place as the various negative threshholds are met.

That is probably a Mountain of work I just suggested and ultimately it is up to the Mod Makers to make those calls. But, I do think these changes to the Mung would make them much more interesting to play as a Race and more lore accurate as well. These are just suggestions though, if the creators do not wish to go down this path entirely or only wants certain things, I'm cool with that as I still enjoy playing the Mung all the same.

Keep up the great work and expect a unit suggestion discussion for the Mung to follow soon! :steamthumbsup:

Thanks for the feedback, I think they are all good ideas and defo fit the faction, the only issue is as you say it really would be a ton of work and im not sure how it would work with the other norscan factions and such. I defo think they could be more nomadic, some more Horde stuff would be good for sure, maybe Horde buildings that give armies abilites and unique bonuses and they could do with having hordes on generic lords, maybe even a new lord type for them. I like the idea of the bonus from retreating aswell.

Look forward to your unit suggestions
Dunabar 7 Jan, 2022 @ 7:25pm 
Originally posted by Thom:

Thanks for the feedback, I think they are all good ideas and defo fit the faction, the only issue is as you say it really would be a ton of work and im not sure how it would work with the other norscan factions and such. I defo think they could be more nomadic, some more Horde stuff would be good for sure, maybe Horde buildings that give armies abilites and unique bonuses and they could do with having hordes on generic lords, maybe even a new lord type for them. I like the idea of the bonus from retreating aswell.

Look forward to your unit suggestions

Sorry for the exceptionally long wait to a reply. Holidays getting busy put me behind on everything, including that unit suggestion post which I finally, mostly finished today. I just suggested an even larger mountain be placed on your guy's plate, sooo...sorry. I know it's a lot, but you Modders are really carrying this game the distance as far as I'm concerned, and I really like the idea behind this mod with giving the various Northmen Factions more variety than just different shades of Norsca (not that I hate Norsca, I just think variety is the spice of life - and bane of balance lol.)

I will have to think up some buildings and come back to you all on that one. Plus I think it would be cool if some of the Tech Tree could also

Tech Tree

"Send their Captured in" - Unhung Slaves gain "Familiar Faces" ability causing enemy units within it's area of affect to have their attack speed reduced by X%. Effects all races excluding Skaven, Dark Elves, Warriors of Chaos, & (insert whomever else wouldn't be bothered with killing their own People in this Fantasy setting.)
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